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31.
This study assessed the construct validity of the Revised Behavior Problem Checklist (RBPC) by measuring attention, autonomie arousal, and personality in 40 behaviorally disordered children aged 7 to 15 years. Conduct Disorder and Socialized Aggression subscales were characterized by high Psychoticism, Impulsivity, and Lie personality scores, by lower heart rate levels, and by more errors on a continuous performance reaction-time task. Conversely, Attention Problems, Anxiety Withdrawal, and Motor Excess were characterized by greater variability in reaction times. Conduct Disorder alone was related to an external locus of control, while only Attention Problems was characterized by low scores on the WISC Freedom from Distraction factor. These differential relationships suggest (a) support for the construct validity of the RBPC, (b) that antisocial behavior and hyperactivity/attention deficits are dissociated disorders, and (c) that hyperactivity/attention deficits may be characterized by fluctuations in the allocation of attentional resources rather than a core structural deficit in attention.  相似文献   
32.
This article presents Albert Ellis' personal responses to the Survey of Rational-Emotive Therapists and his answers to a number of questions that the first and second authors asked Ellis regarding some of his responses. Ellis also commented on how adequately he thought the results of the survey appeared to represent the current philosophies and practices of RET.  相似文献   
33.
It is argued that blame is an ambiguous and misused term leading to ineffective, harmful consequences, such as hate, guilt, revenge (retaliation, or retribution), or punishment for its own sake. A clarification of blame is given by showing that it is an open-context, value term and, so, meaningless in itself. For intelligibility, it must be reduced to naturalistic and pragmatic terms. The definition almost universally given is based on the fallacious beliefs that (1) we can change the past, and (2) we can have done otherwise than we did. But can here is seen also to be used in a pseudo-scientific and subjunctive, rather than in a factual sense. It is shown that retributive blame makes no sense because, as Marcus Aurelius said, we must accept what is and we can only do what is within our power. We cannot change past behavior, but we can try to change present behavior. For effectiveness and intelligibility, we are forced to substitute rehabilitative blame for retributive blame. Thus, in the prevention and elimination of such negative emotions as guilt, inferiority, hatred, revengefulness, a thorough understanding of the term blame is required.  相似文献   
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A major home improvement chain located primarily in the western United States initiated the use of thePersonnel Selection Inventory, a written integrity test, as part of its pre-employment hiring process. For two years only, those job applicants who passed this test and other pre-employment criteria were hired by the chain. Following the introduction of the inventory, there was: (1) a 50% reduction in the number of employee terminations for theft, illegal drug use, and violence over a five year period and (2) a savings in shrinkage losses that amounted to over two million dollars over a two year period.  相似文献   
36.
Video games vary in terms of the emotional states they elicit from players. These differences in emotional reactions, in turn, help account for differential preferences of individual games. The three independent dimensions of pleasure-displeasure, arousal-nonarousal, and dominance-submissiveness were used to assess emotional impacts of individual games. In addition, a preference measure was constructed to evaluate attraction toward, versus avoidance of, specific games. In Study One, a group of subjects provided data on emotional responses to 22 common arcade video games and a different group rated their preferences for the same games. The emotional impact of video games was highly unpleasant, moderately arousing, and moderately dominance-inducing; thus, the predominant emotional response to these games was aggression, anger, or hostility. I n Study Two, subjects visiting a video game arcade were recruited and assigned to play two games each and to report their reactions to each game immediately after playing the game. Results showed that greater feelings of pleasure, and separately of arousal, while playing video games resulted in higher preferences for the games and that greater dominance (significant only for males) also led to higher preferences. It may be beneficial, therefore, to experiment with more arousing and more dominance-inducing game designs which are not necessarily unpleasant or which definitely yield high pleasure.  相似文献   
37.
Exemplification: The self-presentation of moral character   总被引:1,自引:0,他引:1  
How do people come to terms with moral self-presentations and disconfirming behaviors? Subjects were exposed to the self-presentation of either an exemplifier (presenting himself as morally virtuous) or a pragmatist (presenting himself as morally adaptable) and then learned whether the self-presenter had or had not cheated for self-serving reasons in an earlier experiment Subjects clearly distinguished between exploitativeness and hypocrisy in their attributions, and considered a cheating exemplifier more hypocritical and self-deluding, but less exploitative and devious than a cheating pragmatist A second experiment manipulated subjects' involvement with the cheating of an exemplifier and a pragmatist by making half of the subjects its victims As in Experiment 1, uninvolved subjects considered the cheating exemplifier more hypocritical and less exploitative than a cheating pragmatist, however, involved subjects (victims) considered a cheating exemplifier more hypocritical but no less exploitative than a cheating pragmatist The results are discussed in terms of strategic self-presentation and the attribution of moral character  相似文献   
38.
This paper attempts to: (1) provide a paradigm through which to understand the human self and, (2) bring some order out of the variety of theories of personality and strategies of change used in clinical practice today. Drawing on modern physics and general systems theory, a multi-leveled, systemic model incorporating physical, psychological, and spiritual dimensions is proposed and then applied to a representative clinical case. Implications of this model for clinical work and for a spiritual understanding of personality are elaborated.  相似文献   
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40.
The authors contend that there are logical inconsistencies in a theory put forth by Michael Green and Daniel Wikler ("Brain death and personal identity," Philosophy and Public Affairs 1980 Winter; 9(2): 105-133) to justify the brain death concept of death. Green and Wikler had asserted that individuals cease to exist and are dead when the criteria for continuity in their personal identity are not met. Having argued that the theory of personal identity is misguided, Agich and Jones suggest that further research into the ontological foundation of brain death concepts should begin, not by rejecting medical or moral considerations, but by carefully defining the main competing concepts of brain death as brain stem death, cerebral death, death of the brain as a whole, and whole brain death, and then by relating these concepts to the ontological conditions for being a live individual or person.  相似文献   
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